Painter.fill( level, this, 1, Terrain.EMPTY ); Painter.set( level, center(), Terrain.STATUE ); int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null); level.drop( new Gold().random(), pos ).type = (Random.Int(20) == 0 && heapType == Heap.Type.CHEST ? Heap.Type.MIMIC : heapType); int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY); level.drop( new Gold( Random.IntRange( 5, 12 ) ), pos ); entrance().set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) );
Painter.fill( level, this, 1, Terrain.EMPTY ); Painter.set( level, center(), Terrain.STATUE ); int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null); level.drop( new Gold().random(), pos ).type = (Random.Int(20) == 0 && heapType == Heap.Type.CHEST ? Heap.Type.MIMIC : heapType); int pos; do { pos = level.pointToCell(random()); } while (level.map[pos] != Terrain.EMPTY); level.drop( new Gold( Random.IntRange( 5, 12 ) ), pos ); entrance().set( Door.Type.LOCKED ); level.addItemToSpawn( new IronKey( Dungeon.depth ) );